Neolandis Kalepopolis

Randal Tullmoor's page

48 posts. Alias of Dread.


Full Name

Randall Tullmoor

Race

Human

Classes/Levels

15/15| AC:15 (FF12/T13)| FO:+4 RE:+4 WL:+2|Initiative: +3| Perc:+5| Stealth: +2

Gender

NG| Male| Human | Brawler 1st| Conditions

Size

Medium

Age

32

Alignment

NG

Languages

Common (Taldan), Dwarven

Occupation

Bodyguard

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 11

About Randal Tullmoor

AC: 15 (+2 (Armor) +2 Dex +1 Dodge) FF:12 Touch:13
+2 Dodge vs Giant Sub-Type

HP: 15/15 (10 +2 Con/+3 Toughness)

Initiative:+3 (+2 Dex +1 Tactician)

Speed:30

Base Attack Bonus (BAB): +1

Combat Maneuver Bonus (CMB): +3
Combat Maneuver Defense (CMD): 16 (+1+3 +2)

Fort: +4 (2 base +2 Con)
Ref: +4 (2 base, +2 Dex)
Will: +2 (+1 base, +1 Wis)

Racial Abilities
Human.
+2 to Strength
Bonus Feat:
+1 Skill per level

Class Abilities:
Weapon Proficiency- all simple, Hand Axe, Short Sword, axe-gauntlet, axe-gauntlet,dan bong, dwarven war-shield, emei piercer, fighting fan, heavy shield, iron brush, katar, klar, light shield, madu, rope gauntlet, sap, scizore, spiked armor, spiked shield, tekko-kagi, tonfa, tri-bladed katar, waveblade, and wushu dart.

Armor Proficiency- light armor, and shields (except tower shields)

1st Brawler:Brawlers Cunning: Treat Int as 13 for Combat Feats pre-requisites

1st Brawler: Martial Flexibility- 4xday. Each use lasts 1minute unless ability has per use limit then its per use such as Stunning Fist. Brawler may adapt any Combat Feat for use. Must meet pre-requisites.

feats can use:
1. Armor Focus: Gain +1 to Armor Bonus with Lamellar Leather.
2. Catch Off Guard: No penalties from improvised melee weapons.
3. Charge of The Righteous: No AC penalties when charging undead or evil outsiders.
4. Combat Expertise: -1 to attack and CMB to gain +1 Dodge Bonus.
5. Death From Above: Gain +5 to attack charging from higher ground or flying.
6. Distance Thrower: reduce range increment penalty by -2
7. Exotic Weapon Proficiency: May use an exotic weapon
8. Focused Discipline: +2 save vs fear effects. if fear fails to effect gain +2 hit, damage and cmb vs opponent who tried to afear
9. Improved Initiative: +4 to Initiative.
10. Martial Weapon Proficiency: Can use a Martial Weapon.
11. Mobility: +4 to AC dodge bonus vs AoO.
12. Opening Volley: If hit with ranged, then next melee attack next round gains +4 circumstance bonus to hit.
13. Point Blank Shot: +1 hit and damage within 30'
14. Power Attack: Take -1 hit and cmb to gain +2 damage.
15. Quick Draw: Can draw weapon as free action.
16. River Raider: +2 Swim and Stealth and can act on surprise rouind in water.
17. Scorpion Style: Hit using this, deal damage and opponent movement reduced to 5' for 1Rd unless save vs FO DC 12.
18. Shadow Strike: Can deal precision damage to concealed, just not total.
19. Shield Bash, Improved: Can use shield for AC if use as weapon 20. Shield Focus: +1 to Shield Shield bonus.
21. Sliding Axe Throw: Can take -2 ranged attack vs flat footed, running or charging opponent to gain trip attack.
22. Solo Manuevers: Alone or or only threatening 1. gain +1 to CMB.
23. Sweeping Dodge: Gain Evasion as Rogue, 25% to negate crit or sneak attack with sweep of cloak.
24. Throw Anything: No Penalties with improvised ranged weapons and +1 to hit with splash weapons.
25. Traditional Weapons: +2 to CMB vs opponents using exotic, firearms, or tech weapons.
26. Weapon Finesse: Can use Dex to hit with light weapons.
27. Weapon Focus: +1 to hit with specific weapon.

1st Brawler: Martial Training- Count as Monk and Fighter for pre-requisites of feats.

1st Brawler: Unarmed Strike. Gain Improved Unarmed Strike. Applies full strength bonus to damage. Can deal lethal or non-lethal damage. Unarmed strikes do 1d6 damage until 4th.

Traits:
1.Dwarf-Trained {Campaign Trait} Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.
2.Tactician {Combat Trait} You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
3. Militia Veteran (Trunau) {Regional Trait} Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life.
Benefits: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Feats:
1.Toughness: 3HP initially until 3rd then +1 per level.
1. Dodge: +1 to AC

Armor:
Lamellar Cuiress +2 AC 0 ACP

Weapons:
Unarmed Combat: +4 1d6+3 20/x2 B
Heavy Mace +4 1d8+3 20/x2 B
Dagger +4 Melee +3 thrown 1d4+3 19-20/x2 P/S
Light Crossbow +3 1d8 19-20/x2 P
20 bolts

+1 to hit vs Orcs

1xd +2 to AoO

Equipment:
Lamellar Cuiress Cost:15GP Weight: 8lbs
Heavy Mace Cost:12GP Weight: 8lbs
Dagger Cost:2GP Weight 1lb
Light Crossbow Cost:35GP Weight: 4lbs
20 bolts Cost:2GP Weight:2lbs
Monks Kit Cost:8GP Weight:22lbs
- a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorers Outfit:Free Weight:8lbs
-sturdy boots, leather breeches, a belt, a shirt, a vest, gloves, and a cloak. The clothes have plenty of pockets (especially the cloak), a wide-brimmed hat.
Shaving Kit Cost:15GP Weight:1/2lbs
-a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Signal Horn Cost:1GP Weight:2lbs

Money:
CP:
SP:
GP:110

Weight Carried:
currently with backpack- 55.5 lbs
(Light Load: <76lbs., Medium load:77-153lbs., Heavy Load:154-230lbs.)

Skills: 4+1 Int +1 Human +1 FC per level= 7 per level
Acrobatics[C] +6 R1 (+2+3)
Bluff +0
Climb[C] +7 R1 (+3+3)
Diplomacy +0
Disable Device N/A
Disguise +0
Escape Artist[C] +6 R1 (+2+3)
Fly n/a
Heal +1
Intimidate[C] +4 R1 (+0+3)
Knowledge-Arcana n/a
Knowledge-Dungeoneering[C] n/a
Knowledge-Local[C] +5 R1 (+1+3)
Knowledge-Nature n/a
Knowledge-Planes n/a
Knowledge-Religion n/a
Perception[C] +5 R1 (+1+3)
Ride[C] +2
Sense Motive[C] +2 (+1+1)
Spellcraft n/a
Stealth +2
Survival[C] +2 (+1)
Swim[C] +7 R1 (+3+3)
Use Magic Device n/a

Background Skills 2 per level
Appraise +1
Artistry[C] +1
Craft[C] +1
Handle Animal[C] n/a
Knowledge (engineering) n/a
Knowledge (geography) n/a
Knowledge (history)[C] +6 R1 (+1+3+1)
Knowledge (nobility)n/a
Linguistics n/a
Lore[C] +4 R1 (+1+3)
Perform +0
Profession[C] n/a
Sleight of Hand n/a

EXPERIENCE POINTS: / for 2nd level

Background: Randal Tullmoor was born poor. Grew up in the dwarf ghetto of Vigil, Lastwall. In the back alleys he learned he could use his talent for fighting to make money in the illegal fight clubs. Eventually he was recognized for his ability to both take a punch and give it and became a bouncer at The Black Ore Tavern, run by some dwarven ex miners in Vigil. It was a rough and tumble place frequented by the Dwarves in the area. One Day a Knight of the crusade stopped by for a drink and soon became embroiled in a fight with a several dwarven miners. The Dwarves werent doing anything but blowing off steam, yet the Knight layed into them as if they were demons, such was his ire and his arrogance. It wasnt long before the Miners were bested and before he delivered a killing blow Randal stepped in, besting the noble born cavalier bent on killing the common dwarves.

This brought him to the attention of the City Guard and he found himself fleeing lest he was arrested and had to stand trial for bludgeoning a knight errant to within an inch of his life. He fled out of Lastwall and into the Hold of Belkzen, arriving in Trunau where he has been now for more than a few years, becoming a member of the Trunau Militia.